Birthright.net  

Go Back   Birthright.net > BRWiki

Personal tools

D20:Heal (Epic Spell Seed)

From BRWiki

image:D20_logo_4.jpg
D20

This article is a D20 reference page

The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
image:D20_logo_4.jpg
D20


Seed:HEAL
Conjuration (Healing)
Spellcraft DC: 25
Components: V, S, DF
Range: Touch
Targets, Effect, or Area: Creature touched
Duration: Instantaneous
Saving Throw: Yes (harmless; see text)
Spell Resistance: Yes (harmless)

Spells developed with the heal seed channel positive energy into a creature to wipe away disease and injury. Such a spell completely cures all diseases, blindness, deafness, hit point damage, and temporary ability damage. To restore permanently drained ability score points, increase the Spellcraft DC by +6. The heal seed neutralizes poisons in the subject’s system so that no additional damage or effects are suffered. It offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the character’s abilities, including effects caused by spells, even epic spells developed with the afflict seed. Only a single application of the spell is needed to simultaneously achieve all these effects. This seed does not restore levels or Consitution points lost due to death. To dispel all transform** negative levels afflicting the target, increase the Spellcraft DC by +2. This reverses level drains by a force or creature. The drained levels are restored only if the creature lost the levels within the last 20 weeks. For each additional week since the levels were drained, increase the Spellcraft DC by +2.

Against undead, the influx of positive energy causes the loss of all but 1d4 hit points if the undead fails a Fortitude saving throw.

An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the heal seed that flushes negative energy into the subject, healing undead completely but causing the loss of all but 1d4 hit points in living creatures if they fail a Fortitude saving throw. Alternatively, a living target that fails its Fortitude saving throw could gain four transform** negative levels for the next 8 hours. For each additional transform** negative level bestowed, increase the Spellcraft DC by +4, and for each extra hour the transform** negative levels persist, increase the Spellcraft DC by +2. If the subject has at least as many transform** negative levels as Hit Dice, it dies. If the subject survives and the transform** negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the transform** negative levels are converted to actual level loss.


Back to System Reference DocumentSpells.


All times are GMT. The time now is 04:27 AM.


Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Powered by vbWiki Pro 1.3 RC5. Copyright ©2006-2007, NuHit, LLC